Combo · ENGINE
You cannot PLAY a unit into a battlefield mid-combat, but you can MOVE one there - and a hidden [Reaction] costs nothing to do it
Pieces
- Resonating Strike ×3
VEN-034 · engine · calm
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) [Reaction] (Play any time, even before spells and abilities resolve.) Choose a battlefield you control and a unit you control at a different location. Move that unit to that battlefield and give it +2 Might this turn.
- Sunlit Guardian ×3
OGN-054 · payoff · calm
[Shield] (+1 Might while I'm a defender.) [Tank] (I must be assigned combat damage first.)
Payoff
Deck
- Both cards are mono-Calm, so 103.1.b.3 admits any legend with Calm in its pair.
- Neither card is banned or restricted in either format, and neither is a Signature card.
- The spell hidden at the battlefield you intend to defend: 811.1.d.2 confines a hidden card's choices to the battlefield it was hidden at, and this spell's first choice is 'a battlefield you control'.
Run play
Prerequisites
- A MOVE IS NOT A PLAY, WHICH IS WHY THIS WORKS AT ALL. 355.2.a makes a played unit's valid locations 'the controller's Base or a Battlefield the controller controls', which is why nothing in the pool can reinforce a battlefield you are ATTACKING and why only one card is an exception. This spell does not play a unit - 449: 'Spells, Abilities, or other effects may cause a Move to occur', with 449.1 leaving the restrictions to the source. And 420.3.a puts the exhaust cost on the STANDARD Move alone, so an effect move relocates an already-exhausted body and 144.4's base-to-battlefield restriction never applies: this goes battlefield to battlefield with no [Ganking].
- AND THE ARRIVING BODY IS IN THAT COMBAT. 319.6 runs after Game Objects enter or leave the Board, and 323.2.a: 'If there are Units present at the Battlefield the Combat is taking place at, but do not have a designation, they gain the same designation as their Controller now.' So a body moved in mid-combat is a Defender before 465.2 resolves, and 143.4's entering exhausted is irrelevant because neither 464.2.c.3 nor 465.2.b filters by state.
- WHAT IT COSTS, WHICH IS ALMOST NOTHING. 811.1.b in full: '... you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost.' One rainbow Power to hide, zero to play, and 813.1.c.1 lets the [Reaction] land in any Closed State on any player's turn. Against its printed 2 Energy + 1 Power that is a genuine discount as well as a genuine surprise.
- AND THE HIDING RESTRICTION COSTS NOTHING HERE. 811.1.d.2 confines a hidden card's choices to the battlefield it was hidden at, and 811.1.d makes a hidden spell unplayable if it has no valid target under that restriction - but this spell's battlefield choice is 'a Battlefield you control', which is exactly where 811.1.b made you hide it. The restriction and the card agree, which is not true of most hidden spells.
- THE BODY TO TELEPORT IS A [TANK], BECAUSE THE GRANT IS THE POINT. Sunlit Guardian arrives at 3 + 1 ([Shield], 814.1.c, while defending) + 2 (the spell) = 6 Might, and 815.1.c.2 makes every other unit you control there an invalid assignment until it has lethal. An attack that was sized against your garrison a moment ago is now short by six.
- ONE FACEDOWN PER BATTLEFIELD, AND THE HIDE IS CONTROL-DEPENDENT. 811.1.b allows one facedown card per battlefield and 485.4 puts two on a Duel table, so at most two of these are armed at once; and the hide lasts only 'for as long as you control that battlefield', which 323.6 takes away the moment your last body there leaves in an Open State.
- WHAT IT IS NOT. Nothing here scores; 469 defines Scoring as Conquer or Hold. And the spell moves ONE unit, so it answers a combat you were losing narrowly, not a board you were losing badly.
Steps
- On your turn in an Open State, pay 1 rainbow Power to hide Resonating Strike facedown at a battlefield you control (811.1.b).
- From the next turn it has [Reaction] and costs nothing to play (the tail of 811.1.b with 813.1.c.1).
- When that battlefield is attacked, play it inside the combat: choose that battlefield and a Sunlit Guardian standing somewhere else.
- 449 moves the Guardian there - an effect move, so 420.3.a's exhaust and 144.4's destination limits do not apply - and gives it +2 Might.
- 319.6 with 323.2.a make it a Defender before damage is assigned; 814.1.c adds its [Shield] on top, so it arrives as a 6.
- 815.1.c.2 then forces the attacker's whole assignment onto it before anything else of yours can be touched.
Per iteration
one body teleported into a combat at Reaction speed for 1 rainbow Power total, arriving three Might larger than it left
How it ends
engine only - one facedown per battlefield and two battlefields in a Duel (811.1.b, 485.4), three copies by 103.2.b, and it moves a single unit; nothing here scores
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text verbatim from data/corpus_flat.txt (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-calm-mind-order.md, batch 7) 2026-09-07 record
How this entry was audited
REFUTE = a refutation pass, with its date and verdict · WOUNDED = the pass found a flaw and the entry was rewritten · BUDGETED = the pass checked the recycle-and-draw ledger · lens = the hunt that proposed it.
HAND-WALKED 2026-09-07 (issue #188). The first entry to use VEN-034 Resonating Strike or OGN-054 Sunlit Guardian. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 143.4, 144.4, 319.6, 323.2.a, 323.6, 355.2.a, 420.3.a, 449, 449.1, 464.2.c.3, 465.2, 465.2.b, 469, 485.4, 811.1.b, 811.1.d, 811.1.d.2, 813.1.c.1, 814.1.c, 815.1.c.2. The entry's content is the PLAY-versus-MOVE distinction: 355.2.a is why a unit cannot be played into a battlefield you do not control, and 449 with 420.3.a is why one can be MOVED into a battlefield you do control, exhausted, from anywhere. It is also the rare hidden spell whose own choice restriction (811.1.d.2) coincides exactly with where 811.1.b made you hide it. Ban check: neither card is banned or restricted; neither is a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16